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At least combat is improved. Really? No.


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#51
termokanden

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Jonathan_Strange wrote...

Like the OP, it sounds like you need to turn the difficulty way down.  If you don't want to take cover and you want to "attack more forcibly," which I assume means run around out in the open while people in defended positions (i.e., behind cover) take pot shots at you, you need to be playing on easy.  On easy, the enemies will miss more frequently and you won't need to take cover.


Right, realism, in a game like this.

What I am not happy about is this: My adept has only one choice in combat. Get to cover. Cast Warp (or Reave, big difference). Now go back behind cover again. Wait for the cooldown. Repeat. This wins almost every fight in the game. It's not fun, it's not difficult. If I run around, I get slaughtered. If I start shooting, I'm just wasting ammo when I could be using Warp for free.

If that's the alternative to ME1's running around in the open and taking rocket hits in the face without a problem, I still prefer ME1. Both are easy, but in ME1 I don't have to sit behind a crate or low wall all the time.

Still, I suppose my problem might be the adept class more than the rest of the game.

#52
Jackal904

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Stfu OP and gtfo. You are the hundredth person to make a thread about garbage like this. Go away. There is no challenge in wasting 20 minutes in menus. ME2 is far more challenging than ME1 and the combat is infinitely better in ME2 than in ME1, and that is what all non-retarded believe.

#53
Darth Obvious

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bjdbwea wrote...

I'm very disappointed too that the RPG elements and much depth are gone.


Just saying it doesn't make it so.

To say that the RPG elements are gone suggests that you didn't even play the game. It is every bit as much of an RPG as the previous ME, so maybe you should take your Fox News-style of outright lies elsewhere.

#54
termokanden

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Hmm. Although I agree with the OP about the combat, I also don't see how RPG elements have been removed. Really they actually added to the system by using the loyalty stuff and having you select the best team members for different tasks. It was never very deep, but it's certainly not worse now than it was in ME1.

#55
Jonathan_Strange

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termokanden wrote...

Jonathan_Strange wrote...

Like the OP, it sounds like you need to turn the difficulty way down.  If you don't want to take cover and you want to "attack more forcibly," which I assume means run around out in the open while people in defended positions (i.e., behind cover) take pot shots at you, you need to be playing on easy.  On easy, the enemies will miss more frequently and you won't need to take cover.


Right, realism, in a game like this.

What I am not happy about is this: My adept has only one choice in combat. Get to cover. Cast Warp (or Reave, big difference). Now go back behind cover again. Wait for the cooldown. Repeat. This wins almost every fight in the game. It's not fun, it's not difficult. If I run around, I get slaughtered. If I start shooting, I'm just wasting ammo when I could be using Warp for free.

If that's the alternative to ME1's running around in the open and taking rocket hits in the face without a problem, I still prefer ME1. Both are easy, but in ME1 I don't have to sit behind a crate or low wall all the time.

Still, I suppose my problem might be the adept class more than the rest of the game.


This is a fair point.  I'm playing as a Soldier and taking cover and exchanging fire, flanking, using more cover, etc., seems natural.  I started as a Sentinel but wasn't having as much fun -- spamming pull (from Jacob) and throw (from the PC), then having to duck back under cover, seemed a bit incongruous.  If my guy can throw people, why doesn't he have some kind of defensive throw for incoming fire?  I think biotic-focused classes would play a bit better if they had additional defensive biotics.  Not just increased shields, because I think it's kindof lame to take a rocket in the mouth and keep marching forward.  But perhaps some array of defensive biotics that would allow them to get more into the thick of things.  Something that could be used to redirect incoming missiles, if slow enough.  Something that could temporarily stop small arms fire, etc.  

#56
SurfaceBeneath

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Combat not improved?

Yes, the combat is much less sophisticated than in ME1 where I just ran out in the open and chain activated Immunity and ignored all dangers to kill everything around me without a single thought of my safety. Uh oh! Immunity is on cooldown! Better get behind cover for 8 seconds until it cools down! All those fools who think complex combat is paying attention to your environment, using cover to your advantage, and using the right weapons/powers to take down opponents are fools. Real tactics mean Ramboing it up.

Yes, Mass Effect 2 combat sure does suck compared to the first game.

Modifié par SurfaceBeneath, 09 février 2010 - 02:58 .


#57
nicodeemus327

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I've been trying to finish ME 1 for the past week. I simply cannot because its combat system is so horrid compared to ME 2.

#58
Guest_Free Gobbie_*

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bjdbwea wrote...

I get that BioWare and EA wanted to make the game more appealing to the mainstream / casual gamer crowd. Nothing new. It always means that story and "complicated" (RPG) elements have to take the back seat. Action! Flashy graphics! Explosions! Okay. Maybe for that audience the combat system is indeed great, as they don't know better and wouldn't want a real challenge in the first place. Instant rewards, reloading not wanted. But if we're honest, for experienced players the combat system is in no way better, nor more challenging than in ME 1.

The main problem: BioWare effectively removed the third dimension. This is not a "shooter", however you define that. It's a shooting range. You sit behind cover and are invincible. Forever. You get up, shoot enemies and are shot at (they never miss), and after a few seconds, when your health is nearly depleted, you duck into cover again. Repeat, repeat, repeat. As soon as all enemies are dead, you move on to the next stage. Once you understand that concept, it becomes boring quickly, and no presentation can help that.

The enemies don't charge, they have no strategy, they don't work together. They're cannon fodder. Once you start using biotic abilities, it becomes even easier. While enemies, again unlike ME 1, don't use any abilities. The best thing they come up with are rocket launchers, and the rockets are conveniently slow as to pose little of a threat either.

And that's another thing: Your PC can take too much damage. Even one or two direct hits from a rocket launcher are easily shrugged off. You don't even need to deplenish your medi gel, instead you just duck behind cover for a few seconds. In ME 1, a direct hit from a rocket meant reloading. Realistic and challenging. Letting a single Krogan come into melee range usually meant you did something wrong and were in for a big, big challenge. Now, no more. Cannon fodder, like everyone else. Since this would probably be too easy even for the casual gamers, BioWare artificially increases the difficulty by making all enemies the perfect sharp shooters. They never miss, whether you stand still or move. Effectively enforcing the cover-shoot-cover tactic as the only valid one.

The level design is beautiful, but like in the old Jedi Knight games, just functional. In the sense of being designed as combat areas and arenas. You run from shooting range to shooting range. Wherever you see a lot of crates, you know it's the next round.

There are exceptions, and at least then the game provides a challenge. This is done with a simple trick: Forcing the player to advance. A) through a time limit, B) because he's out of ammo, or C) because he needs to reach a target while BioWare employs the oldest and most outfashioned trick in the book: Respawning enemies. Not only is it unrealistic, it's also again a lazy way of providing a challenge that's otherwise not there. Still, at least in these rare occasions, combat is more than shooting ducks.

Unfortunately, especially in these cases the controls pose a bigger threat than the enemies. Cover, sprint and jump on the same button? Really? Of course the inevitable happens: When I want to run away, my PC covers against a wall, often dying before I can correct the mistake. Sometimes my PC jumps over a crate, directly into the arms of the enemies.

The very minimum would be to allow the player to bind they keys at leisure. And of course allowing the player to crouch at will would be an absolute matter of course. But the intent is clear: To enforce the "shooting range" gameplay. The enemies don't think and move in three directions. If the player can, it makes the game even more trivial.

Feel free to reply with "cool story, bro". Or not at all. I don't care. I even get that many will enjoy this gameplay. As I said, explosions sell, thinking not so much. The movie industry would know best. To me, the game simply lacks a challenge. Generally I don't care much about action games anyway. I don't buy them. Granted, combat in ME 1 wasn't perfect either (but in my opinion it WAS better than in ME 2 - at least it had three dimensions). But I could overlook that, as the story and presentation was incredible. I don't feel that way in ME 2. But that's another discussion.


I'm cool with your suggestions. Yes, make me think on the run a little more; give me a little pressure. Split the cover/sprint/jump into different keys, sure. But why oh why must you imply that people who are happy with this game are people who don't think? Do you want to make the implication that casual gamers lesser beings than you? I mean, obviously, you can easily present your views very well without the condescending tone. I figure your main objective would be to get folks to understand your view, right? 'Cause when people understand your view, more people would suggest the same thing you're suggesting, and then perhaps BioWare may take notice. It's hard to get people to agree with your points when you attack them first. So rather opening up to you, they are now in a closed, defensive stance. You're a smart guy. How do you really think people will respond when you say, "Hey, man, hear me out," and then throw a jab in their face?

#59
bjdbwea

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Jackal904 wrote...

Stfu OP and gtfo. You are the hundredth person to make a thread about garbage like this. Go away. There is no challenge in wasting 20 minutes in menus. ME2 is far more challenging than ME1 and the combat is infinitely better in ME2 than in ME1, and that is what all non-retarded believe.


Sorry, there is no going away. You (maybe not you, but everyone else who enjoys shooting stuff) complained endlessly about ME 1, and apparently the developers listened and changed the game to the worse. Now we (who don't like simplified gameplay and combat) have every right to complain too.

As I said, I won't deny that you can have fun with it (for a while I had too), but don't try to insist it's challenging. As I said, it may be for the target audience of casual gamers. Everyone else can at least appreciate the nice graphics, as it does look nice when the enemies fly around and stuff. Not good enough for me, and if the rest of the game (story and depth) don't improve, I see little incentive to buy ME 3 early.

#60
Ezohiguma

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Every computer controlled enemy in an RPG or even a shooter is cannon fodder. What the hell do you expect? No matter how sophisticated they're scripted, they're idiots. Fact.

Reasons for this are simple: the NPCs are not real people. A human can always defeat them. Always.

I also don't get the whining about the ammo system. Oh boohoo! No more guns that can't overheat even at going 50 minutes at full auto! Yeah, how bad, someone forcing you to plan and think. We can't have that, can we? No planning allowed! And thinking is outlawed anyway! Call the FBI!

Simple solution?

Don't like it? Don't buy it. It's a free market, you're not forced to buy anything.

Modifié par Ezohiguma, 09 février 2010 - 03:21 .


#61
termokanden

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Ezohiguma wrote...

I also don't get the whining about the ammo system. Oh boohoo! No more guns that can't overheat even at going 50 minutes at full auto! Yeah, how bad, someone forcing you to plan and think. We can't have that, can we? No planning allowed! And thinking is outlawed anyway! Call the FBI!


If thinking is outlawed, perhaps that is why people do not support the idea of finetuning the old FUN mod system rather than removing it and replacing it with a bland typical shooter system.

Besides, you didn't at all need weapons that didn't overheat. That was just a crutch for people who couldn't hit. I don't see the need to bring it up constantly. Yes it could be done. It wasn't worth it, but it could be done. Even then, it would be so easy to fix for the sequel just by balancing the mods.

Don't like it? Don't buy it. It's a free market, you're not forced to buy anything.

True, and yet I don't think it's fair to say that people who were huge fans of ME1 are not allowed to disagree on BioWare making rather radical changes on things that were typical exactly for ME1.

On these forums it even seems typical to ridicule ME1 for its "poor" combat system. I'm not really sure what ME2 is supposed to be. Is it a continuation of ME1 or a game for people who hated the original?

Quite frankly, I think changes that go very much against the spirit of the original are not at all welcome. There are plenty of other games out there that can contain such ideas.

#62
Endurance_117

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The OP made no good points, ME1 combat was horrid

#63
SithLordExarKun

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I Lol at the people for even thinking that ME2's combat wasn't improved. Even the people that bashed ME2 did admit the combat was better.



Seriously, how is the retarded AI in mass effect one with the clunky shooter mechanics better than the one in the second game?

All the enemies ran towards me like zombies in the first game, so how exactly is the combat not improved when enemies don't always run towards you in a straight line getting torn to pieces in the process?

#64
Twosday

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The combat in ME2 is actually fun and challenging, and that greatly disturbs me. How am I to feel like a true space soldier in space if I can't circle strafe giant AI weapon platforms without any fear of being shot, or unload an assault rifle into a group of enemies floating in the air without any fear of being shot, or sitting on a mountain three miles away from an enemy camp and shooting them all without any fear of being shot, or running up three inches away from every enemy and shotgunning them in the face while getting shot but not caring because my barrier is always up?

#65
termokanden

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And yet I find that infinitely more entertaining than sitting behind cover, firing the same ability over and over again.



Again, does everyone here simply hate ME1? Is this some sort of strange parallel universe where people buy sequels because they hated the original :(

#66
Khavos

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Endurance_117 wrote...

The OP made no good points, ME1 combat was horrid


ME1 combat was horrid.

That does not change the fact that ME2 combat is not good. 

#67
bjdbwea

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SithLordExarKun wrote...

I Lol at the people for even thinking that ME2's combat wasn't improved. Even the people that bashed ME2 did admit the combat was better.

Seriously, how is the retarded AI in mass effect one with the clunky shooter mechanics better than the one in the second game?
All the enemies ran towards me like zombies in the first game, so how exactly is the combat not improved when enemies don't always run towards you in a straight line getting torn to pieces in the process?


If that's how it is, then the enemies should just stay behind their cover. That would only be only realistic. Instead you could set your clock after their appearing every few seconds - getting torn to pieces in the process. Enemies blindly charging forward is bad AI too, no doubt, but at least the numbers force you to act quickly and aim carefully. As it is in ME 2, you have every time in the world to pick one after the other. Maybe it's more challenging on consoles, where you often have to fight with your controls just as much as with the enemies, but on PC it's just too simple. It was bad enough that ME 1 brought the auto aim over to PC, at least that's gone in ME 2, so there is some improvement, I'll give you that.

Twosday wrote...

The combat in ME2 is actually fun and
challenging, and that greatly disturbs me. How am I to feel like a true
space soldier in space if I can't circle strafe giant AI weapon
platforms without any fear of being shot, or unload an assault rifle
into a group of enemies floating in the air without any fear of being
shot, or sitting on a mountain three miles away from an enemy camp and
shooting them all without any fear of being shot, or running up three
inches away from every enemy and shotgunning them in the face while
getting shot but not caring because my barrier is always up?


Everyone complaining about ME 1 seems to have played on lower difficulty settings. One enemy rocket, one sniper could take you out, at least in the beginning. In ME 2 it doesn't even matter at the beginning. Everything else you bring up is valid, but the conclusion should be to improve, not replace the system with a completely new, simplistic shooting range. But unfortunately that kind of conclusion has been made quite often by BioWare in their approach to ME 2.

#68
Raydiate

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bjdbwea wrote...

I get that BioWare and EA wanted to make the game more appealing to the mainstream / casual gamer crowd. Nothing new. It always means that story and "complicated" (RPG) elements have to take the back seat. Action! Flashy graphics! Explosions! Okay. Maybe for that audience the combat system is indeed great, as they don't know better and wouldn't want a real challenge in the first place. Instant rewards, reloading not wanted. But if we're honest, for experienced players the combat system is in no way better, nor more challenging than in ME 1.

The main problem: BioWare effectively removed the third dimension. This is not a "shooter", however you define that. It's a shooting range. You sit behind cover and are invincible. Forever. You get up, shoot enemies and are shot at (they never miss), and after a few seconds, when your health is nearly depleted, you duck into cover again. Repeat, repeat, repeat. As soon as all enemies are dead, you move on to the next stage. Once you understand that concept, it becomes boring quickly, and no presentation can help that.

The enemies don't charge, they have no strategy, they don't work together. They're cannon fodder. Once you start using biotic abilities, it becomes even easier. While enemies, again unlike ME 1, don't use any abilities. The best thing they come up with are rocket launchers, and the rockets are conveniently slow as to pose little of a threat either.

And that's another thing: Your PC can take too much damage. Even one or two direct hits from a rocket launcher are easily shrugged off. You don't even need to deplenish your medi gel, instead you just duck behind cover for a few seconds. In ME 1, a direct hit from a rocket meant reloading. Realistic and challenging. Letting a single Krogan come into melee range usually meant you did something wrong and were in for a big, big challenge. Now, no more. Cannon fodder, like everyone else. Since this would probably be too easy even for the casual gamers, BioWare artificially increases the difficulty by making all enemies the perfect sharp shooters. They never miss, whether you stand still or move. Effectively enforcing the cover-shoot-cover tactic as the only valid one.

The level design is beautiful, but like in the old Jedi Knight games, just functional. In the sense of being designed as combat areas and arenas. You run from shooting range to shooting range. Wherever you see a lot of crates, you know it's the next round.

There are exceptions, and at least then the game provides a challenge. This is done with a simple trick: Forcing the player to advance. A) through a time limit, B) because he's out of ammo, or C) because he needs to reach a target while BioWare employs the oldest and most outfashioned trick in the book: Respawning enemies. Not only is it unrealistic, it's also again a lazy way of providing a challenge that's otherwise not there. Still, at least in these rare occasions, combat is more than shooting ducks.

Unfortunately, especially in these cases the controls pose a bigger threat than the enemies. Cover, sprint and jump on the same button? Really? Of course the inevitable happens: When I want to run away, my PC covers against a wall, often dying before I can correct the mistake. Sometimes my PC jumps over a crate, directly into the arms of the enemies.

The very minimum would be to allow the player to bind they keys at leisure. And of course allowing the player to crouch at will would be an absolute matter of course. But the intent is clear: To enforce the "shooting range" gameplay. The enemies don't think and move in three directions. If the player can, it makes the game even more trivial.

Feel free to reply with "cool story, bro". Or not at all. I don't care. I even get that many will enjoy this gameplay. As I said, explosions sell, thinking not so much. The movie industry would know best. To me, the game simply lacks a challenge. Generally I don't care much about action games anyway. I don't buy them. Granted, combat in ME 1 wasn't perfect either (but in my opinion it WAS better than in ME 2 - at least it had three dimensions). But I could overlook that, as the story and presentation was incredible. I don't feel that way in ME 2. But that's another discussion.

You obviously never played on HC or Insanity.

#69
Nautica773

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asaiasai wrote...
This heatsink/ammo system is terrible. It would not be so bad if it functioned like codex states. The heatsinks are supposed to be universal, but if i run out of sinks for the assault rifle i HAVE to use a shotgun? Why can't i just take the heat sinks the shotgun has and stuff them into the assault rifle? This is how i interpret the codex explination of this ammo system. I should have a pool of heat sinks say 20 that are interchangable as they have been defined, and use them in any weapon i choose. I will still have to police up spares from the battle field but they would refill the pool. Just refill the pool and even keep the same values based on the weapon type 8 shots in a pistol, 12 rounds in a sniper if you follow me.


This, though that would completely remove the whole reason they implemented ammo (which was to get the player to switch guns during combat anyway). I've always felt it's better to provide tactical reasons to change weapons, not necessary reasons like running out of a resource. This current situation just leads to strange level design where there will be areas with magical spawning ammo for boss fights or moments when endless waves spawn.

As to the OP, to be fair there were a number of good changes to the combat as well. Each class has been more specialized offering greater variability between each. The cover system is a lot better than the first, where you couldn't leap over your cover anyway and I know I trouble with sticking to cover because of its automation. 

I'm also a little disappointed in the options for weapons and armour. I was hoping there would be more choices to make between each gun, and no just have a base weapon with an obvious upgrade halfway through the game.

#70
Twosday

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termokanden wrote...

And yet I find that infinitely more entertaining than sitting behind cover, firing the same ability over and over again.

Again, does everyone here simply hate ME1? Is this some sort of strange parallel universe where people buy sequels because they hated the original :(


I loved ME1 for the story, the characters, the cinematic presentation, the design aesthetic, and the attempted melding of shooter and rpg-ish "spell" slinging.

The combat wasn't bad enough to make me dislike the game and it had a number of fun elements, but it was only ever challenging when starting a new character on a harder difficulty and even then the challenge disappeared very quickly. It always felt "off" too - enemies scrambled around in strange ways, the guns didn't feel very satisfying to use (at least in comparison to almost any other game with lots of gunplay), it didn't usually feel very intense unless the set pieces were providing that atmosphere (like the end on the Citadel), and it felt sort of weird to just constantly fire with no interruption once you got to a certain point with guns and mods.

ME2 greatly improves on all of those things, in my opinion.

#71
LoweGear

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As someone going through his second run of ME2 on Hardcore difficulty, and being relatively new to the Mass Effect franchise in general (only got into the first one a few months earlier), and as someone who came to love ME1 for its gameplay thus making me that much more excited for ME2, I have to say: ME2 does combat better than ME1, not only because it actually forces me to think tactically, but also because it approximates actual firearm-based combat on a squad-based level.

The run & gun tactics in ME1 were lots of fun, but ultimately it was not only unrealistic, but stupid as well from a tactical point of view: you're exposing yourself to enemy fire needlessly, without much benefits. And you could stay in one piece of cover in ME1 and stay there the entire fight because you had more or less unlimited ammo with no need to move from where you are whatsoever. As someone with lots of experience in FPS and TPS, having weapons with unlimited ammo is almost like cheating, and with the appropriate fire discipline or mods like Frictionless Materials, you won't ever have to experience overheating from your weapons, especially assault rifles. I admit that having unlimited ammo is extremely gratifying for any shooter player, but it doesn't make for tactically-oriented gameplay.

In ME2, the various changes actually mixes up the combat scenarios. For one, the need to pick up heatsinks means that staying in a single piece of cover will see you run out of ammo pretty quickly, especially for weapons like shotguns or sniper rifles. You really need to be mobile and relocate from cover to cover often to get ammo, especially on higher difficulties where enemies require more shots to take down.

Which leads me to fragility: OP contends to you being tougher in ME2? Given how easily shields seem to be depleted in ME2, and how easy it is for a few shots to take you down, ME2 actually has more fragile characters than in ME1. And this is not taking into account the more prolific heavy weapons in ME2 that means getting hit by rockets (or several) is an even more dangerous affair. Rockets in ME1 did seem to deal more damage, but then again rockets in ME1 aren't as fast as the ones in ME2, and even in ME1 you could still tank rockets with the right build and abilities, like the ever spammable Immunity skill.

And enemies will actually try and FLANK you this time around; while I didn't notice the behavior on a playthrough in Normal difficulty (because you can easily kill the enemies before they had a chance to), on Hardcore I've been flanked by Krogans, YMIR mechs and Mercs pretty often, to the point of me sometimes asking "where the hell did that come from?". And nothing's scarier than a Krogan charging you out of your precious cover. Even the Soldier, which has the most guns, ammo and armor in ME2, can actually get killed pretty quickly if you just stand out in the open trying to run and gun.

Speaking of run and gun, it's a tactic I don't really approve of as one with a military family, hearing and seeing the effects of people in the front line getting shot up because they went rambo and thought they could tank hundred of bullets at once. Of course games don't have the same limitations as real life, but even then many of the best games reward the use of common sense in combat situations: If you don't want to get hit and die, take cover. I used the cover system extensively in ME1, and ME2 just makes it's importance even more paramount, since enemy fire deals more damage than before. As in real combat, you have to actually make each shot count (even if the chances of hitting IRL is pretty low), and dish out the fire at the right moment to reduce vulnerability to counter fire. The only way running and gunning is actually effective in ME2 is against melee-only enemies like husks like in ME1 - but this time, with Scion support on every husk encounter running around just got a lot harder.

Also, OP mentions that the enemies don't use abilities. What? I've been shot with Incinerate several times on Normal difficulty, and on Hardcore getting hit by Shockwaves and the Harbinger's explosive balls is a few of the fastest ways to get killed.

I also don't get the complaint of respawning enemies: in both ME1 and ME2, you could actually mow down all your enemies until you've cleared the area of all opposition (and save on using Unity), and in cases that do have respawning enemies, like Tali's recruitment quest or Grunt's loyalty quest the mechanic is implemented as part of the scenario: Geth reinforcing from dropships and Varren being released unto the field. Even then though I've never encountered a Call of Duty-esque scenario where they throw wave after wave of enemies at you with no end in sight until you reach a certain checkpoint, which isn't how Mass Effect/Mass Effect 2 does it.  

Out of all the games I've played that involved shooting, Mass Effect 2 is actually one of the closest I've had to actually taxing my brain in terms of tactics - it's no Ghost Recon or Operation Flashpoint or Red Orchestra, but it's hardly as "brainless" as OP makes it out to be, especially in relation to its predecessor Mass Effect 1.

Modifié par LoweGear, 09 février 2010 - 04:47 .


#72
termokanden

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Perhaps I just prefer ME1s combat system because it's a playground for powerful abilities. When it comes to shooter mechanics, none of the Mass Effect games are anywhere near the top of my list. I will give the combat in ME2 one more chance as a soldier and will reserve final judgement for that.



For the mechanics of a shooter with RPG elements, I still prefer Borderlands. The mechanics are good, but the class balance is very poor. With the Mad Moxxi DLC it also provides a decent challenge (depending on your class, level I suppose).

#73
Sullax

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In my opinion, ME2 combat experienced a great improvement from ME1. For sure, it's not perfect at all, but it's enough to keep me enjoyed.



I mean, I consider Mass Effect more as an interactive movie than a game. And do you really need realistic combat mechanics for that? No. It's enough if the combat are filled with action.

Because ultimately, Shepard wins. Your PC HAS to win, so what's the point in doing combat much harder etc.? I wouldn't enjoy Mass Effect as I'm doing it now, when I have to fight under stress and sweat just to reach the next calm dialogue section.

In Mass Effect story comes first, fighting is just something necessary to at least keep a minimum of challenge.



If you are seraching for a challenging shooter... well, there are tons of them.



I won't comment directly to the OP's thoughts of the combat, because my opinions are already expressed by several posts.



To come to the bottom line: Mass Effect doesn't really need any highend combat mechanis, but I would also welcome a more polished version of it. Of all, AI needs the most improvement. And I guess I wouldn't complain if normal stays as easy as now to have an undisturbed interactive movie, while e.g. insanity would challenge masochistic players to death.

#74
WillieStyle

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TJSolo wrote...

In ME1 combat I could cover, full attack, or cherry pick depending on what I wanted.

In ME2 cover is the rule, the mandate, the only way. Other than some boss fights like Horizon, it is basically cover and wait.

This isn't true. Watch Sinosleep's Vanguard videos. He rarely uses cover, plays very aggressively and gets into enemies' faces with a shotgun.  All this is on Insanity.

ME2 allows you to play multiple ways.  It's just more challenging than ME1, and you're not very good at it.

#75
LoweGear

LoweGear
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Yes, the AI my only real gripe with the game. Smarter and better in ME2, but not by much. If I could have squad AI on the level of Left 4 Dead or Resident Evil 5 it'd be truly awesome.